Call of Duty: Black Ops
71 Achievements
1,700
48-59h
Ensemble Cast
In Call of the Dead, send the crew to Paradise in co-op.
45
How to unlock the Ensemble Cast achievement in Call of Duty: Black Ops - Definitive Guide
The clip at the bottom of this solution is all you should really need
however I have still explained the steps in detail below.
This entire method can be done in 2, 3 or 4 player co-op. The ONLY STEP that you actually need two people to work in harmony for is the vodka bottle. I've done the generators, lighthouse dials, radios and horns a few times by myself and never rushed it and it never didn't work.
Remember ~ if at any point you become stuck:
a) Listen for more dialogue by knifing the vault door, holding (x) on it and standing close to it for longer. Many people rush to the next task too early and then fail the achievement.
b) If you realise you have done something wrong, re-do the process in the correct order. If it still does not work then complete the next round and make more crawlers and try again. If this does not solve the issue then you may need to restart the game.
What you will need in order of use:
[!] Any explosives to destroy the generators [frags/semtex/scavenger/china-lake/crossbow]
+ Juggernog [optional, but highly recommended for all players in the game]
[!!] VR-11 from the random box to change a zombie into a human [standard - no need to pack-a-punch]
[!!!] Any decent weapon or explosive to kill the human who runs to the lighthouse once he is in the green beam
ACTIVATION
1. Follow the chalk lightning bolts to the ship's bridge. 2750 points are required to clear obstacles. Switch the power on by holding (x). Proceed to the vault near the base of the lighthouse [in the room below the PHP Flopper machine], take the spring-loaded catwalk on the ship if you want to get there quickly. Stand right beside the vault door and knife it, a dialogue will begin. Wait for the heroes' dialogue to end.
FUSE
2. The fuse will then spawn in the flopper room [directly above the vault room] in one of three locations; on the ground lying against the left side of the locker to your immediate right as you enter the room, on the desk beside the batteries or on the desk in front of a pin-up wall [directly opposite the battery desk]. Retrieve the fuse by holding (x) on it. When you have the fuse it will appear in your inventory to the left of your ammunition HUD readout. Place the fuse in the panel to the right of the vault door by holding (x) beside it. Wait for the heroes' dialogue to end.
GENERATORS
3. Blow up all 4 generators with explosives[!], they are vulnerable to damage only when each has a bright red light upon it. When the red light goes out, it has been destroyed. They do not need to be destroyed in order.
gen1~ Two metres from the vault door, right in front of it.
gen2~ At sea level, off in the distance on the inaccessible side of the double tap half of the ship.
gen3~ On ground level, between the two catwalks that are betwixt the juggernog half of the ship and the double tap half [for which the red light is visible as soon as u exit the flopper room and look towards the ship].
gen4~ At sea level, behind the staminup hut - accessible from the bottom floor of the lighthouse [visible from the rear window of the hut].
Cook your frag nades off else the water may prevent them from exploding. If you are experiencing difficulties in destroying the generators you can purchase semtex from the deck of the ship directly above juggernog. Think of the metal parts of the generators as indestructible then simply aim your explosives at the red light, not the body of the generator.
4. Return to the vault and wait for the heroes' dialogue to end.
> > > THIS IS WHERE THE CO-OP METHOD BEGINS TO STRAY FROM THE SOLO METHOD < < <
VODKA BOTTLE
5. This vodka bottle segment is the ONLY ONE for which two people are required the rest CAN all be easily completed by one person, however two or more people must still be in the game.
The vodka bottle will now spawn in one of four[?] locations. The bottle appears in a clump of ice frozen onto a railing. One player must stand directly below the vodka bottle in order to catch it, there is some room for error in perpendicular judgement. A second player must then crouch and knife the bottle down to the other player, it cannot be shot down. You do not need to press anything to catch the bottle, it must just touch you before it touches the floor. Only ONE vodka bottle is needed however it is needed intact so if a vodka bottle is not caught but smashed instead it will spawn at one of the other locations detailed below.
bottle1~ On the corner of a railing overhanging the catwalk from the flopper room to the lighthouse [right beside the random box spawn].
bottle2~ On the rail of the metal catwalk steps from the flopper room to the lighthouse, overhanging the steps of the boardwalk near quick revive [just below bottle1].
bottle3~ Attached to a bright yellow railing near where you cleared the boxes and other debris on your way to the power room, close to the ship's smokestack.
bottle4~ On the left railing on the catwalk on the way to juggernog which has a boat in the way that costs 1000 points to move, the only catwalk from which you can jump from the double tap half of the ship to the juggernog half.
bottle5[?]~ Fourth level of the lighthouse, on the railing near the zipline and deadshot[?].
bottle6[?]~ [?]
6. When you have the bottle it will appear in your inventory as the fuse did. Take the vodka bottle to the vault and place it in the vacuum tube on the wall to the left of the vault door by holding (x). Wait for the heroes' dialogue to end.
LIGHTHOUSE DIALS
7. This step may be hard to memorise and as such I suggest you print it out or copy it down. The lighthouse has four floors with a dial on each. The dials can be moved by pressing (x) on them. Each dial is connected to the dials on the floor above and below it and therefore they must be set in a certain order. The combination is 2-7-4-6 [from TOP TO BOTTOM]. The most efficient way to set the dials is to start from the one on the 4th floor.
Change the 4th floor dial to number (2).
Change the 2nd floor dial until you get a (7) on the 3rd floor dial.
Change the 1st [ground] floor dial until you get a (6).
Change the 3rd floor dial until you get a (4) on the 2nd floor.
Change the 4th floor dial until it is at (2), making the 3rd floor dial return to (7).
Check the dials are correct with the list below. If not, you have done something wrong. Repeat the process.
(DIAL) - COLOUR - FLOOR
_(2)__ - _yellow__- 4th [top] floor, zip-line, box spawn and deadshot machine, incandescent [yellowish] lighting.
_(7)__ - _orange_ - 3rd floor, one exit, incandescent [yellowish] lighting.
_(4)__ - _blue___ - 2nd floor, one exit, fluorescent [bluish] lighting.
_(6)__ - _purple__- 1st [ground] floor, 2 exits and an icy floor, fluorescent [bluish] lighting.
Nothing is supposed to happen as yet when you have the dials in the correct position.
RADIOS
8. The radios must be activated IN ORDER by looking at them and pressing (x) once. When a radio is activated it will make a short beeping sound.
radio1~ In the room below the power room atop a console, easy to miss.
radio2~ Near staminup to the right on a barrel. NOT THE RADIO UNDER THE ROLLER DOOR.
radio3~ Lying sideways in a shipping container between the mp40 and the end of the lighthouse zip line.
radio4~ Vault room, under the stairs.
When complete a FLARE WILL APPEAR in the sky between speed cola and juggernog and a MORSE CODE sequence WILL SOUND continuously. If not, you have done something wrong. Repeat the process.
SHIP CONTROLS
9. Return to the ship's bridge [where you turned on the power].
10. The morse code that is being transmitted decodes to: 2 right, left slow, right full. So, assuming you have not as yet touched any of the ship's controls, turn the wheel twice to the right by holding and releasing (x) while standing near and looking at the right hand side of the wheel [so that the brown handle is in the five o'clock position or 150 degrees if you will].
11. Pull the left leaver [on the console to the right of the wheel] once by holding (x).
12. Pull the right leaver on the console three times by holding and releasing (x). [middle leaver cannot be moved]
If done correctly the ship's CONTROLS will be LOCKED into position, the morse code will STOP transmitting and a SUBMARINE WILL SURFACE in the sea between speed cola and juggernog [not visible until the fog clears]. If it has not surfaced, you have done something wrong. Repeat the process.
FOG-HORNS
13. There are four fog-horns in total in the area between the end of the ice slide and the lighthouse. Two are in the open snowed over area near the lighthouse and two are in the area near the ice slide and speed cola. They must be activated IN ORDER for the submarine to shine its green beam on the lighthouse.
horn1~ lighthouse area, by the water further from the lighthouse than horn3.
horn2~ speed cola area, right beside the speed cola on the immediate right as you come down the slide.
horn3~ lighthouse area, right beside the lighthouse and the wall of the vault room.
BEFORE YOU PRESS HORN4: check that the lighthouse dials from step 7. are still correct. They will occasionally move for no discernable reason and may then prevent you from completing the easter egg.
horn4~ speed cola area, further from the slide than horn2, walk straight after you come down the ice slide to find it.
14. After doing this, a green beam of light will be cast onto the lighthouse by the submarine and reflected/refracted down the centre of the spiral staircase in the lighthouse's interior. If not, you have done something wrong. Repeat the process. IF THE GREEN BEAM APPEARS BUT DOES NOT REFLECT/REFRACT DOWN THE LIGHTHOUSES INTERIOR then you do not have the lighthouse dials in the correct position ~ refer to step 7. Once you do have them in the correct position the beam is active within the lighthouse. The beam may now be invisible but a loud humming noise should be heard within the lighthouse meaning that it is in fact there and you can proceed.
GOLDEN ROD of infamy
BEFORE YOU CONTINUE: create THREE or so crawlers. In doing so; you will be able to attempt steps 16. & 17. multiple times without a new wave of zombies spawning. In order to create a crawler simply aim any explosive at a zombie's legs. If you do not wish to have to babysit your crawlers to prevent them from dying simply electrify them by knifing george while he is near them and then cool george off again by leading him to the water. Now your crawlers will not freeze to death in the icy water.
15. Hit the random box until you get the VR-11 it will cost you 950 points per attempt but from my experience it seems that at this point the probability of someone receiving a VR-11 from the box MAY have changed to being rather high or possibly even 100%.
16. Once you have the VR-11[!!] shoot any zombie [not george] with it to turn him into a human and then follow him. He will run to the bottom of the lighthouse and into the green beam.
17. Kill the human with any weapon or explosive[!!!] as he rises. The best place from which to shoot the human is from the 4th [top] floor of the lighthouse as your line of sight is not blocked by the spiral staircase as it is on every other floor. The human takes considerably more damage than an average zombie yet not so much that it becomes difficult. For reference; two scavenger shots or one set of explosive dolls will be enough. Personally, I believe cooking off some cluster bomb dolls and using them to kill the human is the easiest. When he is low on health he will stop screaming and when he is dead he will fall onto his back and his body will go limp. He will rise to the very top of the lighthouse and then drop the elusive gold rod and it will float to the bottom of the beam.
18. Retrieve the rod by holding (x) on it. When you have the gold rod it will appear in your inventory as the fuse and bottle did. Take the gold rod to the vault and place it in the vacuum tube on the wall to the left of the vault door by holding (x) as you did with the vodka.
BROKEN FUSE
19. Wait for the heroes' dialogue to end then knife the sparking fuse that you placed in the panel to the right of the vault door earlier.
20. Wait for the heroes' final dialogue to end and your achievement(s) ‘ensemble cast’ [and ‘stand-in’] will pop! You will also unlock a gamer picture of nikolai [and one of takeo if you did not already complete ‘stand-in’ solo] and be given the wunderwaffe [a wonder gun from the classic waw zombie maps] as a gift which will appear as a death machine power up beside the vault door. Its ammo can only be replenished by a 'max ammo' power-up. Whilst the wunderwaffe is in use / until its ammo is depleted players are unable to; switch to either of their weapons, purchase perks-a-colas, use the pack-a-punch machine, use the random box or purchase weapons off the wall. In light of this, it seems the wunderwaffe is only an effective weapon if used while kiting zombies. 'Cutting the lights' on george [what some people like to call killing him even though he doesn't die] will now award you a random perk and a wunderwaffe in place of a death machine however, all other death machine power-ups dropped by zombies will not be wunderwaffes.
21. You did it! Go crack open a virtual frozen vodka bottle and celebrate!
The clip below truly speaks for itself, watch it!
Hope this helps
Happy gaming
coreymawf
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All credit for this youtube video demo goes to the legends over at RoosterTeeth.
Guess what guide Geoff's reading from @ 3:55 for the lighthouse dials =D
I would like to start off by saying thanks to my friend, gamertag: messina145, who played with me, my friend, gamertag: ELLRIC, who gave me a link to a video to get the golden rod, and to a friend who was helped look up stuff to figure stuff out (he doesn't have an xbox).
Part 1: Obtaining Fuse
a) First you'll need to turn on the power.
b) Go to the room that is directly below PHd Flopper. There is a steel door that you can't open.
c) Knife or shoot it and voices will begin talking. They will ask for power and say that a fuse is blown.
d) After listening to this, go up the stairs to the room above this one and a fuse will spawn on either the desk next to PHd Flopper, the desk across from Phd Flopper, or in the cabinet that is in this room. Hold x to obtain.
e) Go back to the door and hold x next to the right side of the door to place the fuse. They will talk for a bit and ask you to complete another task.
Part 2: Destroying Generators
There are four (4) generators total.
(1) The first generator is across from the door where you hear the voices. (2) The second generator is between the two halves of the ship.
(3) The third generator is outside the map on the front half of the ship. It's toward the front near Double Tap, but you don't need to buy that area where Double Tap is.
(4) The fourth generator is behind the shack that Stamin'-Up is in. If you look out the window you can see it. You can also see it from the top railing of the lighthouse.
a) To destroy these you must use either regular hand grenades, the crossbow, the new scavenger sniper, or semtex grenades. The Ray Gun, the Law Rocket Launcher or any other weapon will not destroy them. (The red light on the generator will go out if it's been destroyed.) b) After doing this go back to the door and knife or shoot it have them start talking again.
Part 3: Obtaining Vodka
a) They will ask for vodka. Vodka can appear anywhere on the map where one player has to knife it so that it falls and another has to catch it. To catch it, just stand underneath where it will fall.
b) Once you have the vodka, go back to the door and place it on the left side where there is an open tube (hold x to place it). Again, knife or shoot the door.
NOTE: Places where I have seen it appear will be in the video I will post.
Part 4: Obtaining the Golden Rod
They say this will require some work, and it does.
a) You'll need to change the dials in the lighthouse, from top-down, to 2-7-4-6.
a.1) To do this, change the top (yellow) dial to 2.
a.2) Then change the third dial from the top (blue) so that the second dial from the top (orange) is 7.
a.3) Then change the fourth dial from the top (or the bottom dial) (purple) so that it reads 6.
a.4) Change the second dial from the top (orange) so that the third dial from the top (blue) reads 4. If it does not read 2-7-4-6, then change the top dial (yellow) so that it reads 2.
b) You'll need to activate four broken radios (will make weird sounds) in this specific order:
b.1) the radio in the room that is below the power switch
b.2) the radio in the shack where Stamin'-Up is held
b.3) in a container near the end of the zipline from the top of the lighthouse to the back of the ship
b.4) the radio that is on top of a cabinet in the room where the voices are.
c) You'll need to go where the power switch is. There are 3 levers and a wheel with a brown spoke on it.
c.1)Turn the wheel until the brown part is in the 5 o'clock position (to turn it clockwise, aim your reticle on the right side of the wheel, to turn it counter-clockwise, aim your reticle on the left side of the wheel) (to turn hold x).
c.2) To the right of the wheel are 3 levers. The middle lever does not need to be moved and can't be moved. Move the left lever down one notch (hold x) and move the right lever down three notches (hold x 3 times).
d) You'll need to activate some speakers. There are four total. There is a couple near the slide that takes you to Speedy Cola and a couple near the base of the lighthouse. These must be activated in this order (as far as I know):
d.1) with the couple at the base of the lighthouse, activate the one farthest away from the lighthouse
d.2) with the couple at the end of the slide, activate the one closest to Speedy Cola
d.3) with the couple at the base of the lighthouse, activate the one closest to the lighthouse
d.4) with the couple at the end of the slide, activate the one farthest away from Speedy Cola. This will cause a submarine to appear and shoot a green light toward the lighthouse.
NOTE: this step needs to be completed quickly (my friend and I both bought Stamin'-Up)
UPDATE: I have been informed (by LoveMySonGabe) that it does not have to happen fast but just in the right order. I had trouble with this part the first time, so, as I said earlier, we both got Stamin'-Up and got it that time. I advise just doing it quickly just in case.
e) Bring a zombie near the ground floor of the lighthouse and shoot it with the VR-11 to humanize it. The green light will begin to pull the human up. We killed him with the scavenger. When he reaches the top of the inside of the lighthouse, the golden rod was dropped.
NOTE: I do not know if he must be killed.
e.1) Pick it up and put in the same tube as the vodka next to the door. Knife or shoot the door so they finish up the conversation.
f) After giving them the golden rod, you need to knife (or maybe shoot) the fuse that you placed earlier next to the door. After some more words, the achievement is yours.
Once you get the achievement, there is a unique weapon outside the door. It is the WunderWaffe. Only one person can get it (that I know but everyone might get it) and it can be used for a limited time (like the death machine).
The credit for the speakers part goes to TheDualRevolver, whose video is posted in the solution by Ace the EMT.
My friend and I will redo this achievement, make a video, and post it. It should be up within a couple days.
NOTE: I have shot the wall outside the cave with the VR-11, the PaP VR-11, Ray Gun, Scavenger, Pap Scavenger, and an RPK and nothing happened.
NOTE: Killing George does not give you the golden rod. You only get a random perk and power-up. He also comes back.
UPDATE 5/6/2011: (thanks to LoveMySonGabe)
1. I guess you do not need to hold X to catch the vodka, just stand underneath it
2. If the vodka does breaks, it will respawn in another place. (Possibly the next round though)
3. You need to kill the CIA Agent when he is in the green light. (This can be done though while running up the spiral stairs and shooting him, not just with a power weapon.)
UPDATE: here's the video I promised
There are 4 dials that are Yellow, Orange, Blue, and Purple (from top to bottom)
Yellow moves Yellow and Orange
Orange moves Yellow, Orange, and Blue
Blue moves Orange, Blue, and Purple
Purple moves Blue and Purple
Alright now I will do an example to explain how to get a number. Lets say you want 2746 and the dials are at 9127. First you want to figure out the difference between the first two digits and then the last two digits. So
7-2=5
6-4=2
Now start on either Orange or Blue, I'll start with Blue. Rotate blue until the orange knob (1 right now) is 5 more than yellow (9 right now). So you rotate blue 3 times to get 9450.
Now go to the other knob which is orange for me. Similar to the last step you will want to rotate orange until the blue knob (5 right now) is 2 less than the purple knob (0 right now). So you rotate orange 3 times to get 2780. Once you have done this part (the tricky one) you are ready to finish.
Now you will rotate the Yellow and Purple knobs. DO NOT touch the other two. Simply rotate Yellow until you get the first digit of the desired number (2, so it is already there). Then rotate purple to the last digit of the desired number (6, so rotate it 6 times). Then you have 2746.
I know this is confusing and a bit wordy but hopefully it helps someone to unlock this piece of the puzzle. Feel free to comment for questions or tips to improve my guide and, as usual, if you vote negative, please let me know why. [EDIT] I have revised this since it is now part of the puzzle so if you voted negative please re-read this and let me know if you still think its crap and how I can fix it.
THIS IS COPIED AND PASTED..
DO ALL THE STEPS UP TO THE GOLDEN ROD
TURN ON THE POWER - On top of the boat. Needs 2750 points total.
GO TO THE VAULT
GET THE FUSE - floor right above you when prompted.
BLOW UP 4 GENERATORS
First - In same room as vault
Second - back of the lighthouse, through widow in shed.
Third - Off the left side of the boat in the water.
Fourth - In the water, in between the part where the front and rest of the boat connect.
GO BACK TO VAULT.
GET THE VODKA.
Hanging off railings in different areas of map.
Use knife to break it down but have a partner catch it from below.
If you braek it, look for another one.
GO BACK TO VAULT. GIVE THEM VODKA.
GO TO THE LIGHHOUSE TO LOOK FOR DIALS ON EACH FLOOR.
- First you need to change de dialers of the light. The numbers are 2 - 7 - 4 - 6 (from top to bottom). The best way is to set the numbers is to start from the first one. When the first is "2", change the third until you get a "7" in the second one. Then change the fourth util you get a "6". The next step is to change the second until you get a 4" in the third. Change the first one until you get the "2" and the "7" again.
As you can see, the first is connected to the second, the second is connected to the first and the third, the third is connected to the second and the fourth, and the fourth is connected to the third.
- Next step: activate the 4 radios that make strange noises in the correct order.
First: in the room below the electricity one.
Second: in the room where's Stamina +.
Third: inside the wagon next to the end of the second zipline. Fourth: next to the door where the allies are trapped.
- Next step: go to the ship's cabin. Move down the left lever 1 time. Move down the right lever 3 times. Move the wheel 2 times to the right. The wheel set at 5:00
- Next step: activate the 4 fog horns in the correct order. There are two couples of fog horns (two are close to the light, two are close to the slide). First: first couple, far from the light. Second: second couple, next to the slide. Third: first couple, next to the light. Fourth: second couple, far from the slide.
- Next step: transform a zombie into a human near the green light. Shoot him with the Ray Gun or Scavenger. Take the Golden Rod from the bottom of the stairs and give it to Richthofen.
Check the video below.. it is in English and much better explained than the spanish one.
Difficulty Level - 5 out of 5
This achievement requires you saving some guys in the map, wiht this there many parts to it, which will be explained.
Part 1 - Powering the door - The door is located in the very bottom of the lighthouse, to get there you can take the stairs located to the right of the main lighthouse entrance, follow this down and drop down, you will find a steal/vault door. At the moment nothing will happen if you came straight here this is because the power isnt on. So the first part is working on turning the Power on. The power is located on the ships top level and is required to open 4 doors (750+1250+750) this is for the first boat bloackade then the stair blockade and finally the ships top deck locked doors. Once here turn the power on ... if done correctly your screen should flash, now head to the vault door which was mentioned earlier.
Part 2 - Power cell - From turning on the power head over to the vault door located under the lighthouse, when getting to the door. you should some people talk, (people believe its the characters from the other zombie maps) after this dialog look around this room or the room above for the power cell, you need to find this and put this into the circuit breaker box right of the vault door. If done correctly proceed to part 3.
Part 3 - The generators - after putting the cell into the box, the door will have a red glow around it and you will hear a voice tellign you, that you need to destroy 4 generators, one is located right behind you, the 2nd one is located outside of the map near some rocks towards the right side of the map...(these are easy to spot from the ship deck due to giant red glow) The 3rd generator is located on the right side fo the ship, once opening the first blockade to enter the ship area go up the stairs and turn right, buy that blockade i think its 1000 or 750, from here go left and look off the ship edge (looking into the sea) around the side you will see a dim red light on a small platform, cook a grenade and destroy it..theres the 3rd generator done, the fourth can be spotted from the platform you walk on to get into the vault room, go down the stairs and go into the corner, from here look foward for the red glow. (this is right next to the door)
Once completing this task in destroying the generators head back to the vault.
NOTE: confirmation that Grenade DOES work, Also the Crossbow DOES with 3 shots, SEMTEX DOES work, MW2 LAW DOES NOT work!
Part 4 - Finding the Vodka - once completing the task with the generators you wil be told to find some Vodka. These are the present locations of the Vodka:
Vodka - It's encased in ice with the bottle sticking out of the top and it's ALWAYS hanging off a railing where a team mate can be below it to catch it.
-First place was right where the two boats connect (power switch boat and jugger boat) where you buy the debris which drops you below onto the jugger boat. It was on the left railing.
-Second place was where the fuse box is, go up to where the mystery box is and it's on the railing right there over hanging the section with quick revive.
-Last place was on top of the light house over hanging the section where you zipwire over. You have to knife it and it drops and someone HAS to catch it, if you don't it will spawn elsewhere.
Once finding the bottle, the person he is CARRYING it must goto to the door, next to the door (left side) there is a tube, press X and it will suck the bottle up moving to Step 5
NOTE: these bottles can spawn in any location around the map aslong theres a rail and a place below to stand.
NOTE:This part i do NOT think is Required in solo since i do not understand how to get this part completed.
NOTE: If your playing in SOLO i believe you skip this part or you do something else but im sure you skip this part.
Once completing this task head back to the Vault.
Part 5 - The Golden Rod - Right to Do this, you need to do many things firstly goto the ship's top deck and move the steering wheel twice (5 o'clock) then to there left theres Many leavers, the left one needs to be moved Once, you DO NOT touch the middle one, then press the right leaver 3 times. This will make a submarine appear HOWEVER! unlike SOLO the green beam from the Lighthouse WILL NOT appear this meaning you need to do another task to activate the beam, My team has worked out you need to Find 4 special Radio's which transmit a Morrse-code (sounds fishy but honestly true) with these 4 radio signals give the morse code, From here goto to the Lighthouse and you need to put in the code 2762 (allows the green beam to show), Then run around the back of the lighthouse where the fog horns are and you need to play them in correct order 1st the foghorn where you drop off the little hill to the right, the 2nd is the one soon as you enter the area (from the slide) look to the right and thats it, the 3rd one is the one located further along near the lighthouse(from the 1st fog horn its literally straight across but at the lighthouse) finally the last one is the one behind the giant rock in the first area when sliding down. You must do this in this order otherwise you will have to wait till next round to try again if you made a mistake. then the green beam appears, from the green beam appearing you do the EXACT same as the SOLO, you fire the VR-11 at a zombie to make it humanize then follow them into the green beam, shoot them and the golden rod appears.
From here run to the vault and use the rod on the tubes located to the left the rod should go up, after the some dialog the fuse should blow, knife the fuse/door for more dialog then the achievement should unlock.
NOTE: the C.I.A agents are the humans and they should run to the green beam in the lighthouse.
NOTE: we got the VR-11 DOES NOT MATTER if its Pack-a-punch
TIP-1: GET THIS ON CO-OP since you will unlock two achievements at once.
CREDIT NOTE : Thank you to Schullybulb on helping on finding the Vodka locations and giving the explanition (deserves the credit)
CREDIT NOTE: Thank you to Arcane Insanity on finding out what to do with the Green Light and the Human to get the Golden Rod
CREDIT NOTE: Thanks to xxxMostHatedxx For recording this video with us
CREDIT NOTE: Thanks to GIXXERANATOR For helping and working out the final bit and for staying up 40+ Hours figuring this out.
NOTE: If anyone gets anymore infomation or if i do this will be updated...Just comment Below//
Here is us doing the video, It shows UP TO the bit where you have shoot the guy with the humanizer and he runs into the Green Light, This shows where all the locations are for EVERYTHING and sorry about the beginning wer just missed out the power room bit. We dont want to SPOIL anything for you guys when you do it so thats why theres a Cut off.
COMBINATION GUIDE
The combination I believe has to do with the torn up poster next to the vault door. The four colors on the poster corrospond to the four colors of the dials in the lighthouse. Once the power is restored each number on the dial hums with a different frequency.
I also belive that the four pictures of the various areas around the map that are in the same building as the vault door give a general direction to where the torn pieces of paper are. SO FAR I HAVE FOUND THREE. It also seems to be a pattern of the torn pieces being placed near perk machines.
Purple # - Located on the first deck of the front of the ship. Near the double tap perk machine. I belive this is what the potrait over the batteries is showing (PHD Flopper perk machine level). Once you enter the ship from the spawn area (750 pts to remove the debries). To the right of the top of the stairs is more debris (1000 pts) you can remove to access the very front of the ship. The number is located on the floor inside a white life bouy. I belive this number is a 6.
Yellow # - This number is located in the bottom of the cargo part of the ship. The Pack-A-Punch sometimes appears near here. There are a couple of routes to this part of the ship so choose whatever route you like, but both doors to access this area are 1000 pts. I believe the portrait at the top of the stairs/catwalk door enterance is for this piece of paper. The piece itself is located in the same room as the Juggernaug. On the floor in the middle of the room and under the sparking/flickering power cables. This paper has a 2 on it.
Orange # - This one is located in the small building behind the lighthouse. The portrait that portrays this is the one by the bedsprings (PHD Flopper perk machine level). Once you open the door, leading away from the ship, at the bottom of the lighthouse (1000 pts), head into the small building with the Stamina-up perk machine. Head into the left room (same room you can see the generator through the zombie entrance). The piece is on the floor in the light on the right hand side. This number looks to be a 7.
UPDATE
Blue # - . If my theroy is correct than the last portrait at the bottom of the stairs right next to the torn up poster shows the room/area that all the portraits, vault, and torn up poster are located. Assuming that following the trend with the other pieces it would be near the PHD Flopper perk machine. THE BLUE NUMBER IS LOCATED TO THE RIGHT OF BLUE DIAL ON THE FLOOR.
With the numbers I have found that would make the following code from the top of the lighthouse down:
Top Floor Yellow - 2
Second Floor Orange - 7
First Floor Blue - 4
Bottom Floor Purple - 6
NOTE: THE CODE DOES NOT CHANGE BETWEEN SOLO OR CO-OP. HOWEVER THE NUMBERS EACH DIAL STARTS ON DOES.
Now you could just input 0-9 for blue and figure it out, but this isn't the case because when you move one dial others are "attached" to it.
So far this is what I've figure out with regards to that:
Yellow moves 1 = Orange moves 1
Orange moves 1 = Yellow moves 1 and Blue moves 1
Blue moves 1 = Orange moves 1 and Purple moves 1
Purple moves 1 = Blue moves 1
Basically and dial you move will move any dial around it. Making it hard to just guess a number.
Anyways I have no idea what this will unlock or if it has anything to do with completing either the solo or co-op achievements. Hopefully this helps to solve the mystery of Call of the Dead.
Credit and props must go to both enteridecode and Puelsay19 for helping to scour the map to find these tiny pieces of paper.
ok totally stole this from the guys video on youtube
First you need to change de dialers of the light. The numbers are 2 - 7 - 4 - 6 (from top to bottom).
- Next step: activate the 4 radios that make strange noises in the correct order. First: in the room below the electricity one. Second: in the room where's Stamina +. Third: inside the wagon next to the end of the second zipline. Fourth: next to the door where the allies are trapped.
- Next step: go to the ship's cabin. Move down the left lever 1 time. Move down the right lever 3 times. Move the wheel 2 times to the right.
- Next step: activate the 4 fog horns in the correct order. There are two couples of fog horns (two are close to the light, two are close to the slide). First: first couple, far from the light. Second: second couple, next to the slide. Third: first couple, close to the light. Fourth: second couple, far from the slide.
- Next step: transform a zombie into a human near the green light. Shoot him with the Ray Gun or Scavenger. Take the Golden Rod from the bottom of the stairs and give it to Richthofen.
there it is
Also, please check into his Youtube channel:
http://www.youtube.com/user/mawfgaming
This is the CO-OP Easter-egg method for the ‘Ensemble Cast’ trophy and WILL also unlock the ‘Stand-in’ trophy if not already attained in solo zombies, as well as a gamer picture for each.
The clip at the bottom of this solution is all you should really need
however I have still explained the steps in detail below.
This entire method can be done in 2, 3 or 4 player co-op. The ONLY STEP that you actually need two people to work in harmony for is the vodka bottle. I've done the generators, lighthouse dials, radios and horns a few times by myself and never rushed it and it never didn't work.
Remember ~ if at any point you become stuck:
a) Listen for more dialogue by knifing the vault door, holding (x) on it and standing close to it for longer. Many people rush to the next task too early and then fail the achievement.
b) If you realize you have done something wrong, re-do the process in the correct order. If it still does not work then complete the next round and make more crawlers and try again. If this does not solve the issue then you may need to restart the game.
What you will need in order of use:
[!] Any explosives to destroy the generators [frags/semtex/scavenger/china-lake/crossbow]
+ Juggernog [optional, but highly recommended for all players in the game]
[!!] VR-11 from the random box to change a zombie into a human [standard - no need to pack-a-punch]
[!!!] Any decent weapon or explosive to kill the human who runs to the lighthouse once he is in the green beam
ACTIVATION
1. Follow the chalk lightning bolts to the ship's bridge. 2750 points are required to clear obstacles. Switch the power on by holding (x). Proceed to the vault near the base of the lighthouse [in the room below the PHP Flopper machine], take the spring-loaded catwalk on the ship if you want to get there quickly. Stand right beside the vault door and knife it, a dialogue will begin. Wait for the heroes' dialogue to end.
FUSE
2. The fuse will then spawn in the flopper room [directly above the vault room] in one of three locations; on the ground lying against the left side of the locker to your immediate right as you enter the room, on the desk beside the batteries or on the desk in front of a pin-up wall [directly opposite the battery desk]. Retrieve the fuse by holding (x) on it. When you have the fuse it will appear in your inventory to the left of your ammunition HUD readout. Place the fuse in the panel to the right of the vault door by holding (x) beside it. Wait for the heroes' dialogue to end.
GENERATORS
3. Blow up all 4 generators with explosives[!], they are vulnerable to damage only when each has a bright red light upon it. When the red light goes out, it has been destroyed. They do not need to be destroyed in order.
gen1~ Two meters from the vault door, right in front of it.
gen2~ At sea level, off in the distance on the inaccessible side of the double tap half of the ship.
gen3~ On ground level, between the two catwalks that are betwixt the Juggernog half of the ship and the double tap half [for which the red light is visible as soon as u exit the flopper room and look towards the ship].
gen4~ At sea level, behind the Staminup hut - accessible from the bottom floor of the lighthouse [visible from the rear window of the hut].
Cook your frag nades off else the water may prevent them from exploding. If you are experiencing difficulties in destroying the generators you can purchase semtex from the deck of the ship directly above Juggernog. Think of the metal parts of the generators as indestructible then simply aim your explosives at the red light, not the body of the generator.
4. Return to the vault and wait for the heroes' dialogue to end.
> > > THIS IS WHERE THE CO-OP METHOD BEGINS TO STRAY FROM THE SOLO METHOD < < <
VODKA BOTTLE
5. This vodka bottle segment is the ONLY ONE for which two people are required the rest CAN all be easily completed by one person, however two or more people must still be in the game.
The vodka bottle will now spawn in one of four[?] locations. The bottle appears in a clump of ice frozen onto a railing. One player must stand directly below the vodka bottle in order to catch it, there is some room for error in perpendicular judgment. A second player must then crouch and knife the bottle down to the other player, it cannot be shot down. You do not need to press anything to catch the bottle, it must just touch you before it touches the floor. Only ONE vodka bottle is needed however it is needed intact so if a vodka bottle is not caught but smashed instead it will spawn at one of the other locations detailed below.
bottle1~ On the corner of a railing overhanging the catwalk from the flopper room to the lighthouse [right beside the random box spawn].
bottle2~ On the rail of the metal catwalk steps from the flopper room to the lighthouse, overhanging the steps of the boardwalk near quick revive [just below bottle1].
bottle3~ Attached to a bright yellow railing near where you cleared the boxes and other debris on your way to the power room, close to the ship's smokestack.
bottle4~ On the left railing on the catwalk on the way to Juggernog which has a boat in the way that costs 1000 points to move, the only catwalk from which you can jump from the double tap half of the ship to the Juggernog half.
bottle5[?]~ Fourth level of the lighthouse, on the railing near the zip line and deadshot[?].
bottle6[?]~ [?]
6. When you have the bottle it will appear in your inventory as the fuse did. Take the vodka bottle to the vault and place it in the vacuum tube on the wall to the left of the vault door by holding (x). Wait for the heroes' dialogue to end.
LIGHTHOUSE DIALS
7. This step may be hard to memorize and as such I suggest you print it out or copy it down. The lighthouse has four floors with a dial on each. The dials can be moved by pressing (x) on them. Each dial is connected to the dials on the floor above and below it and therefore they must be set in a certain order. The combination is 2-7-4-6 [from TOP TO BOTTOM]. The most efficient way to set the dials is to start from the one on the 4th floor.
Change the 4th floor dial to number (2).
Change the 2nd floor dial until you get a (7) on the 3rd floor dial.
Change the 1st [ground] floor dial until you get a (6).
Change the 3rd floor dial until you get a (4) on the 2nd floor.
Change the 4th floor dial until it is at (2), making the 3rd floor dial return to (7).
Check the dials are correct with the list below. If not, you have done something wrong. Repeat the process.
(DIAL) - COLOUR - FLOOR
_(2)__ - _yellow__- 4th [top] floor, zip-line, box spawn and deadshot machine, incandescent [yellowish] lighting.
_(7)__ - _orange_ - 3rd floor, one exit, incandescent [yellowish] lighting.
_(4)__ - _blue___ - 2nd floor, one exit, fluorescent [bluish] lighting.
_(6)__ - _purple__- 1st [ground] floor, 2 exits and an icy floor, fluorescent [bluish] lighting.
Nothing is supposed to happen as yet when you have the dials in the correct position.
RADIOS
8. The radios must be activated IN ORDER by looking at them and pressing (x) once. When a radio is activated it will make a short beeping sound.
radio1~ In the room below the power room atop a console, easy to miss.
radio2~ Near Staminup to the right on a barrel. NOT THE RADIO UNDER THE ROLLER DOOR.
radio3~ Lying sideways in a shipping container between the mp40 and the end of the lighthouse zip line.
radio4~ Vault room, under the stairs.
When complete a FLARE WILL APPEAR in the sky between speed cola and Juggernog and a MORSE CODE sequence WILL SOUND continuously. If not, you have done something wrong. Repeat the process.
SHIP CONTROLS
9. Return to the ship's bridge [where you turned on the power].
10. The Morse code that is being transmitted decodes to: 2 right, left slow, right full. So, assuming you have not as yet touched any of the ship's controls, turn the wheel twice to the right by holding and releasing (x) while standing near and looking at the right hand side of the wheel [so that the brown handle is in the five o'clock position or 150 degrees if you will].
11. Pull the left leaver [on the console to the right of the wheel] once by holding (x).
12. Pull the right leaver on the console three times by holding and releasing (x). [middle leaver cannot be moved]
If done correctly the ship's CONTROLS will be LOCKED into position, the Morse code will STOP transmitting and a SUBMARINE WILL SURFACE in the sea between speed cola and Juggernog [not visible until the fog clears]. If it has not surfaced, you have done something wrong. Repeat the process.
FOG-HORNS
13. There are four fog-horns in total in the area between the end of the ice slide and the lighthouse. Two are in the open snowed over area near the lighthouse and two are in the area near the ice slide and speed cola. They must be activated IN ORDER for the submarine to shine its green beam on the lighthouse.
horn1~ lighthouse area, by the water further from the lighthouse than horn3.
horn2~ speed cola area, right beside the speed cola on the immediate right as you come down the slide.
horn3~ lighthouse area, right beside the lighthouse and the wall of the vault room.
BEFORE YOU PRESS HORN4: check that the lighthouse dials from step 7. are still correct. They will occasionally move for no discernible reason and may then prevent you from completing the Easter egg.
horn4~ speed cola area, further from the slide than horn2, walk straight after you come down the ice slide to find it.
14. After doing this, a green beam of light will be cast onto the lighthouse by the submarine and reflected/refracted down the center of the spiral staircase in the lighthouse's interior. If not, you have done something wrong. Repeat the process. IF THE GREEN BEAM APPEARS BUT DOES NOT REFLECT/REFRACT DOWN THE LIGHTHOUSES INTERIOR then you do not have the lighthouse dials in the correct position ~ refer to step 7. Once you do have them in the correct position the beam is active within the lighthouse. The beam may now be invisible but a loud humming noise should be heard within the lighthouse meaning that it is in fact there and you can proceed.
GOLDEN ROD of infamy
BEFORE YOU CONTINUE: create THREE or so crawlers. In doing so; you will be able to attempt steps 16. & 17. multiple times without a new wave of zombies spawning. In order to create a crawler simply aim any explosive at a zombie's legs. If you do not wish to have to babysit your crawlers to prevent them from dying simply electrify them by knifing George while he is near them and then cool George off again by leading him to the water. Now your crawlers will not freeze to death in the icy water.
15. Hit the random box until you get the VR-11 it will cost you 950 points per attempt but from my experience it seems that at this point the probability of someone receiving a VR-11 from the box MAY have changed to being rather high or possibly even 100%.
16. Once you have the VR-11[!!] shoot any zombie [not George] with it to turn him into a human and then follow him. He will run to the bottom of the lighthouse and into the green beam.
17. Kill the human with any weapon or explosive[!!!] as he rises. The best place from which to shoot the human is from the 4th [top] floor of the lighthouse as your line of sight is not blocked by the spiral staircase as it is on every other floor. The human takes considerably more damage than an average zombie yet not so much that it becomes difficult. For reference; two scavenger shots or one set of explosive dolls will be enough. Personally, I believe cooking off some cluster bomb dolls and using them to kill the human is the easiest. When he is low on health he will stop screaming and when he is dead he will fall onto his back and his body will go limp. He will rise to the very top of the lighthouse and then drop the elusive gold rod and it will float to the bottom of the beam.
18. Retrieve the rod by holding (x) on it. When you have the gold rod it will appear in your inventory as the fuse and bottle did. Take the gold rod to the vault and place it in the vacuum tube on the wall to the left of the vault door by holding (x) as you did with the vodka.
BROKEN FUSE
19. Wait for the heroes' dialogue to end then knife the sparking fuse that you placed in the panel to the right of the vault door earlier.
20. Wait for the heroes' final dialogue to end and your achievement(s) ‘ensemble cast’ [and ‘stand-in’] will pop! You will also unlock a gamer picture of Nikolai [and one of Takeo if you did not already complete ‘stand-in’ solo] and be given the wunderwaffe [a wonder gun from the classic WaW zombie maps] as a gift which will appear as a death machine power up beside the vault door. Its ammo can only be replenished by a 'max ammo' power-up. Whilst the wunderwaffe is in use / until its ammo is depleted players are unable to; switch to either of their weapons, purchase perks-a-colas, use the pack-a-punch machine, use the random box or purchase weapons off the wall. In light of this, it seems the wunderwaffe is only an effective weapon if used while kiting zombies. 'Cutting the lights' on George [what some people like to call killing him even though he doesn't die] will now award you a random perk and a wunderwaffe in place of a death machine however, all other death machine power-ups dropped by zombies will not be wunderwaffes.
21. You did it! Go crack open a virtual frozen vodka bottle and celebrate!
So thanks to you and coreymawf!
https://www.youtube.com/watch?v=-rIWRKBplp4
Video Credit to Roosterteeth
This is the multiplayer version of the Escalation DLC's easter egg. While similar to Stand-in, there are many more steps involved and multiple players must be playing to unlock this achievement. The steps are as follows, or you can refer to the video at the end:
Step 1: Turning the Power on
The power switch is on the top room of the ship.
Step 2: Knifing the Door
The door is under one of the box spawns by the lighthouse. Just open the 750 door/boat towards the lighthouse then go downstairs.
Step 3: Obtaining the Fuse
Above the door by PHD Flopper, somewhere in that room there is a fuse. There are three locations it can be: on either of the tables or under the window next to the cabines as you enter the room. Once you find it, hit to pick it up.
Step 4: Fuse Box
Put the fuse in the box to the side of the door with .
Step 5: Blowing up the Generators
Now you have to blow up four generators. Semtex Grenades, the Crossbow, and the Scavenger are the best to use as they stick, but cooking a frag and having it blow up near the generator works too. The locations of the generators are:
- Location 1: Right behind the locked room with the heroes.
- Location 2: Under in between flinger and landing, next to boat.
- Location 3: Instead of going left upstairs for power, go right ( front of ship ) and it should be to the left of the ship,looking down.
- Location 4: Go out the back of the lighthouse, generator can be seen through a window from the house ahead( after the chilled pond ).
Step 6: Vodka
You must bring vodka back for the heroes. There are four locations it can be in. To obtain it, one player must knife the bottle and another must stand below its location and catch it. If the bottle breaks, it will simply spawn in one of its other locations. The areas it can be in are:
- Location 1: Right outside the lighthouse, where the closest mystery box spawns (on the corner of a rail).
- Location 2: Like location one, except hanging off stairs leading from locked room to upstairs.
- Location 3: When first on the boat, look left and you will have to buy your way through boxes, the vodka is on the railing to the right after going up those stairs.
- Location 4: When you first get on the boat, go forward to the Juggernaut machine perk, a small sailboat will be in your way. Buy it but drop down, if you look to your left there is the vodka.
Step 7: Put the Vodka in the Tube
Just like the fuse, go back and insert the vodka with .
Step 8: The Dials
Go to the lighthouse. There is a colored dial on each of the floors, four total. They are color-coded: yellow, orange, blue, and purple. They need to be turned so the code is Yellow 2, Orange 4, Blue 7, Purple 6. To complicate things, however, spinning one dial also spins the dials on the floors above and below it. The easiest way to do this is:
- Press PURPLE until PURPLE is at 6.
- Press ORANGE until BLUE is at the 4. (ORANGE does not effect PURPLE).
- Press YELLOW until ORANGE is at 7. (YELLOW does not effect BLUE or PURPLE).
- Press YELLOW until YELLOW is at 2, COUNT THE NUMBER OF TIMES YOU PRESS YELLOW.
- Press PURPLE the same number of times as you pressed YELLOW in step 4.
- Press BLUE until it is back at 4, PURPLE and ORANGE should now also be at the correct numbers.
If you mess it up, just start from step 1 on the dials again.
Step 9: Radios
Note: At this point, if you mess up, you must wait until the next round to complete a step.
You must now activate all of the broken radios by finding them and hitting . They must be done in this order:
- Radio 1: Next to the flinger, under the power switch.
- Radio 2: Next to the Stamin-Up perk machine.
- Radio 3: Inside a cargo crate, on the floor on top of Juggernaut perk machine.
- Radio 4: Next to the PhD Flopper perk machine (under the stairs by locked room).
Step 10: Wheel & Levers
In the power room there is a steering wheel and some levers. Turn the wheel to the right 4 times. Press the left lever once and the right lever three times.
Step 11: Fog Horns
You must now activate all of the foghorns by finding them and hitting . They must be done in this order:
- Foghorn 1: One closest to pond at the bottom of the lighthouse.
- Foghorn 2: One directly to your right as you slide down the icy slope.
- Foghorn 3: One closest to the bottom of the lighthouse.
- Foghorn 4: One directly ahead next to the rock as after you slide down the slope.
Step 12: Green Light
By now you should have a green light coming down the middle of the lighthouse. You want two crawlers at least and you need the VR11. Bring a crawler to the middle of the lighthouse. At the bottom shoot a crawler with the VR11. It'll run into the green light, then kill him.
Step 13: Golden Rod
Once the zombie floats up to the top, a golden rod will drop. You want more than one crawler. So you don't get overwhelmed when you bring the golden rod to the door. Pick it up with and bring it to the tube at the door. Put it in, knife the fuse box, and the achievement will pop. You will also get a Wunderwaffe for your efforts.
We restart the game until the box is at the foot of the lighthouse, on the ship in the wheelhouse (where we turn on the light) or at the very beginning near the water. The first round we shoot 4 rounds at the zombies and finish them off with a knife. The second round we shoot the entire clip at the zombies and finish them off with a knife, this way we will have an advantage in money. We stand at the beginning until round 4-5, depending on your strength. Then we open the passage to the box (if it is not near the water). We spin the box and wait for the weapon we need for the quest to appear (V-R11). Having collected the necessary ammunition, we spend a few more waves in order to upgrade the weapon and open the necessary doors. Then, we leave a few disabled people and start completing the quest + don’t forget about the weapon upgrade, we will need it to quickly kill the person in the lighthouse.
Quest:
1) Turn on the light. (Don't forget about the upgrade, wait until it appears at the very beginning)
2) Find the fuse and insert it into a certain place. Where do you look in the video that I will attach below.
3) Blow up 4 generators, the first is in the room with locked people, another one is behind the bow of the ship, on which we turn on the light, the third is between the corbals and the fourth is behind the lighthouse, behind the house. You can blow them up in any order.
4) Find vodka! Vodka appears in places where you can stand under it so that 1 person can cut it off and the second can catch it from below. For a better understanding, watch the video below again.
5) Turn on 4 radios. They must be turned on in a certain order. The first is under the captain's bridge, in the room below where the lights were turned on. The second is behind the lighthouse in the house. the third on the second ship is closer to its bow, well hidden)) and the last one is in a room with locked people. If everything was done correctly, a blinking circle, like a sun, will appear in the sky. if it’s not there, it’s better to start over, because then I couldn’t make a green beam, you’ll understand what kind of beam it is later.
6) Code on the ship. Now you need to enter a kind of code on the ship, in the captain's bridge. Steering wheel to the right twice, left lever 1 time, right lever 3 times, all actions are carried out with the square button. If everything is done correctly, the “sun” will stop blinking.
7) the code in the lighthouse, the most difficult of all that is written here!! the game generates numbers in different ways and you won’t be able to see it in the video; you’ll have to set the code yourself using simple mathematical calculations. On each floor in the lighthouse there is a dial, it must be set to the correct position. The trick is this: if you scroll on the 4th floor, the same number of turns will scroll on the 3rd floor, if you scroll on the 3rd floor, you will scroll by the same number of turns on both the 4th floor and the 2nd floor!! Accordingly, on the 2nd floor, they will scroll on the 1st and 3rd floors, and if you turn on 1, then only 2 will spin. You need to set 2746, I noticed that if you put numbers with a certain parity, then it’s easy to go to the desired numbers. You will be writing this down on a piece of paper, while your partner will be running away from the disabled
8) Turn on 4 pipes. They must also be included in a certain order. and better during fog. See their location in the video below. If you did everything correctly, you should have a beam in the center of the lighthouse, a spiral staircase around it. Whose V-R11 cannon makes a disabled person out of one person, this person runs into the green beam and flies up to get the necessary thing, he must be killed. It's difficult to kill, so we upgraded our weapons. If you did everything correctly, a thing will fly down to you along the green beam, we classify it as locked, and talk to them for 2-3 minutes, after which they teleport to their own time, and you will be given two achievements.
Video guides first , second